Valorant

Valorant Dev Tracker




08 Dec

Comment

Originally posted by NetaGator

Wouldnt that just be... a 50 inch pad 🤔

pushes glasses up bridge of nose

TVs are measured by the diagonal, mouse mats are measured by their edges.

Comment

Originally posted by JohnWickFTW

BUFF BRIMSTONE INCREASE HIS IPAD RANGE PLEASE RIOT

We're playtesting with some Brim buffs right now that are pretty promising :)

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Originally posted by dollarholler

Theres no chance of that lmao. It says December 23 and like all other packs remain in the store for 2 weeks.

Was there a chance? ;)

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Originally posted by rkdsus

Blast X skins are so dumb and goofy, it's great. Really captures the whole Christmas toy theme.

Best part is that they're finally doing melee skin variants. It's also nice that they gave the melee a unique equip animation even though it's the default knife type. Tired of knives like the Singularity and Ego ones that are just reskinned versions of the base knife.

That's funny. I said the same thing when u/oniram177 proposed a candy cane as the melee. I said something like "that's so stupid and fun, I love it!"

Comment

Originally posted by garbage_water

totally see what youre saying here and see it exactly as you mention. singularity definitely still downwards, causing that anim to snap into fire state.

looks like maybe a frame off, bummer to create such a stink.

i noted some of your other animation tendencies too. like how tightening of bloom / recoil reset ends when your anim state is roughly back in idle, really helps with the sheriff in my peripheral. it seems like a such a simple thing but its actually helpful lol.

im at least glad some clarity came from this thread and we could have a conversation. whatever solution you guys end up on will work im sure, it appears that you arent just pissin in the wind as i originally believed.

hey idk if youre under nda for it, but can you mention any skin features that needed to be cut for providing an edge? im super curious into how they could. if u cant, understandable

no problem. also glad we could have the conversation. naturally any instance that would give someone an advantage or disadvantage is something we're super cautious about so it was worth looking into.

for the feature that was cut on the Singularity weapons, we talked about this in a discussion with Forbes that ill link here. But tldr:

The gun would jitter every now and then. We wanted it to show some instability even when idle, so the rocks would sort of shift back/forth & up/down randomly as if they were trying to pull themselves away from the core but the core kept pulling it back.

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Hey, we’re back with Patch 1.14, if you’re wondering what happened to Patch 1.13, we used it to roll out some Unreal upgrades. So there’s that.

This one’s light on the Agents, big on Icebox. This round of Icebox changes is focused on getting the A site and verticality just right.

To help combat smurfs/AFKers, you must now win 10 Unrated matches before you can unlock Competitive. Speaking of which, the slew of Observer additions should make it better to follow the competition. Rank distribution has also been adjusted to help those at lower levels in their climb.

The limited Snowball Fight mode arrives and the Night.Market is open.

Patch_Notes_Highlights_114.jpg... Read more
Comment

To provide an alternate viewpoint I think some of the "criticism" or "suggestions" players offer is really just thinly veiled frustration.

Before I offer any "advice" in game I often check myself with "Am I upset/frustrated/mad right now?" If the answer is yes, I just keep quiet. No one really wants to hear me (some rando intertubes stranger) being mad at them when they're trying to unwind after a hard day of work/school/whatever.

On the other hand, I have had mostly positive interactions when I recommend strategies/tactics to my teammates. I find presenting it more as an opinion or an option gets a positive response. "If you wouldn't mind could you use your wall to block off the main entrance next round? We can slow them down and buy time for the rest of our team to get here." "Do y'all wanna group up and push a site together? We could really play off your flashes Breach and get some kills." I'm only gold<->plat and know I'm not God's gift to VALORANT, hell many of...

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Comment

I like the suggestion! I'm an engineer that worked on loadouts. As others have pointed out this does have a performance cost associated with it. Your loadout is static within the game so that we don't have to force potato machines to load every gun skin in the game.

That being said, there's definitely room to improve our skin selection process. It's hard to get value from owning different skins for the same gun. If you have suggestions that affect your loadout before agent select, then they are more likely to be realized. I've seen someone else suggest a "Equip Random Owned Skin" type of feature, which could work. If you have any more suggestions I'd love to hear them. I'm not a designer, but it's awesome to get feedback in the space I work.

Comment

Originally posted by Asomboy4

Thank you for taking your time to look at it!! Love the work you're doing with the skins :)

If there is/isnt a problem, would it be possible to let us know before patch notes drop?

Sean (oniram) responded below! :)

Comment

Originally posted by garbage_water

youre probably completely right here, ive never developed an fps, making this an unnecessarily magnified issue. i just know how quickly misinformation spreads and like, perception of action is valued. i know wolfenstein enemy territory devs had to dampen the audio of one sides starting gun from nonstop complaints of it being OP when they had identical stats. the gun just literally sounded more bad ass lmao. the inconsistency between the skinless, ready to fire anim (which i cant say ive personally ever felt didnt fire when it felt 'ready' but again, anecdotal small data bullshit) and singularity skin shown in this example just you know, feels bad and looks like shoddy work.

im gonna defer to your input on it, being involved in the process and privy to the feedback, but just like, i guess the inconsistency is the issue. i think deciding on one approach and conducting a normalizing pass with a simple explanation in patch notes would be best. but again, the f**k do i know i co...

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So I definitely understand the perception difference. Here's where I'm seeing a similarity with regard to what could be causing a that . I loaded up the raw animation files and screenshotted them on their exact frames from maya to ensure I was capturing from exactly the same moment.

Both animations are exactly 99 frames by the way.

https://imgur.com/a/g3G2NNJ

Like I mentioned from seeing the original video, around frame 60 where the player puts their hands on the gun matches up - this should be roughly the moment your hands are on the gun where you should be able to fire fr...

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07 Dec

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This is awesome, I'm going to save this for later :D

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Originally posted by nickwithtea93

Correct, WFH until further notice or proof of vaccination. Now get back to the JIRA log before I blow a gasket.

Too real.

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Originally posted by garbage_water

if this is true you guys should really consider culling all animations by ten frames. that is completely counter-intuitive and an unnecessary burden of knowledge that isnt a reflection of mechanical skill. almost like a bad trivia question.

also id like to apologize for the tone of my popular post in here. if anims are 10 frames long across the board this definitely pushes the issue from bad animation work to questionable animation decision making in visuals vs clarity

its not actually 10 frames, i was generalizing. there is buffer room on all readying animations and the amount of frames varies. Very early on we've had situations where firing is locked to exactly the frame that he animation ends and what we found through playtests is that you typically anticipate that moment and start to fire just before it happens, which resulted in lots of frustration around not being able to fire when your gun feels ready to fire, so we included this buffer to allow you a bit of forgiveness in each action

Comment

Originally posted by Adventurous_Sea_4287

It's truly marvelous how great minds are being combined in order to deliver such a finesse skins! Can't wait for the next release skin lines <3 have a great day!

The team is brilliant! :) I'm also excited to show off the new skins!